Victoria 3

Victoria 3

Improved Auto-Expand
102 Comments
DeluvianSenecca 1 Oct @ 6:28am 
Does this work well with tech&res mod?
doolyycchoi 28 Sep @ 6:52pm 
sry, it was my problem. i works now
xor  [author] 27 Sep @ 4:05am 
Why do you think that? Did something change in the relevant parts of the code? If not, it still works.
doolyycchoi 26 Sep @ 7:00pm 
maybe 1.10.2 is not compatible with your mod. could you update your mod?
xor  [author] 14 Jul @ 2:17pm 
I know, will update soon. But thanks!
Heads-up, 1.9.6 changed building_power_plant from "required_construction = construction_cost_very_high" to "required_construction = construction_cost_medium".
xor  [author] 2 Jul @ 4:01am 
I was thinking about that, maybe soon.
Hero of Olympus 2 Jul @ 1:49am 
Could you add trade center to auto expand?
xor  [author] 21 Jun @ 9:13am 
Thanks! No idea how I missed that. Fix already uploaded!
building_government_administration was changed to "required_construction = construction_cost_very_low" but this still has "required_construction = construction_cost_medium" making construction take longer than it does in the unmodified game.
Colfer 17 Jun @ 1:13pm 
Looking forward to the update.
xor  [author] 5 Jun @ 1:23pm 
Probably gonna update with 1.9
albertpwk 4 Jun @ 8:38pm 
This mod may needs some update since Paradox has changed the building cost of government administration.
rainmaker66 16 May @ 12:40am 
some localization fix needed no longer required mod because Victoria 3 mod loader it say way out of date just make sure are you making updates to this mod or no ?
Kurt 15 Feb @ 12:03pm 
@xor maybe it's because I used it with a flavor mod then
xor  [author] 12 Feb @ 4:41am 
This mod doesn't build more infrastructure than needed except if Paradox broke something recently. I will check thoroughly when the next big patch hits.
Kurt 12 Feb @ 4:24am 
Seems like this mod does build way beyond infrastructure needs, my mines have a profitability of 25 and cost 400 to build, rails have a profitability of 5, costs 800 and needs subsidies to function, HOW is it sensible to build 3x the infrastructure needs when other buildings are literally 10x as profitable, doesn't need subsidies and are sorely needed for actual stuff that matters?
Kurt 12 Feb @ 4:08am 
Does this mod build railways beyond infrastructure needs?
Currently I have 187 infrastructure capacity in Maryland and I'm using 39, I'm NEVER going to need more than 60 infrastructure there yet something keeps on building them. Is it this mod???
Kakafika 9 Feb @ 6:36am 
This mod has not updated government building to have the lower 100 construction in 1.8.6; it remains at 400 construction. construction_cost_medium should be changed to construction_cost_very_low if desired
Doni Albania 3 Feb @ 7:29am 
is there a chance we get full automization of all buildings
udkudk 7 Jan @ 6:25am 
@xor
You can also make this trigger optional via a decision that adds a variable (global var is better), and only use the new triggers if that variable exists via trigger_if, trigger_else_if and trigger_else statements.
xor  [author] 7 Jan @ 4:10am 
Hm, very interesting. I have to look into that in the future!
udkudk 6 Jan @ 8:58pm 
Therefore I did a modification to your rules by adding following lines to compare LOCAL good price and only allow Auto Expansion if every other criteria already fits + related local good price is higher than -25%.

An example for Rail Way code addition:
state = {
sg:transportation = {
state_goods_pricier > -0.25
}
}

To not create separate auto building construction build triggers for every building with separate good outputs:
Use SWITCH trigger to check for which building you're scoping from, and then scope to related good outputs. e.g. compare electricity in power plants, clothes in textile buildings etc...
Because of how SWITCH works, if a custom building exists, it will skip this section, allowing their mods to function with other triggers without breaking auto expansion.
udkudk 6 Jan @ 8:58pm 
I found a possible improvement to this mod to fix a problem:

If your buildings becomes too efficient as a result of modifier stacking via various ways (Power Bloc principles + technologies + certain laws + companies + even events and state traits), building in question becomes so profitable that Auto Expansion continuously expands building in question.

This results in very low good prices for those buildings because buildings are too profitable even at those prices, allowing an over-construction of buildings thanks to Auto Expansion rules.

Low Prices are good, but only to a point. They increase GDP much less and SOL increase doesn't matter much because of other good's expenses.
It's generally better to focus your construction capacity to other goods after price of goods falls to below -25%.
决斗者.卡手程 23 Dec, 2024 @ 7:28am 
is it a bug that with this mod in 1.8.6 the government admin building cost is 400 instead of 100?
xor  [author] 24 Nov, 2024 @ 4:17am 
I just updated the mod to 1.8 with the changes that vanilla did to the files. Thanks for notifying me @Xaelyn

And @Mulkjia: The current version of Victoria 3 is 1.8, so if you're playing 1.7.7 you are playing an outdated version. I assume that the mod does still work with that version, but I can't be sure.
Mulkjia 24 Nov, 2024 @ 1:42am 
Hi author, the auto expand toggle doesn't show up in the buildings menu. I'm running Victoria 3 on version 1.7.7
Xaelyn 24 Nov, 2024 @ 12:17am 
There are some changes to railways and power plants in AI section that will be overwritten
GyulSa 23 Nov, 2024 @ 12:34am 
thank you! i'll test it with a new game.:steamthumbsup:
xor  [author] 22 Nov, 2024 @ 4:02am 
Extremely likely it does. I don't think the stuff it touches was changed (I read the patch notes).
GyulSa 22 Nov, 2024 @ 1:36am 
is this mod still work in 1.8 version?
xor  [author] 31 Jul, 2024 @ 8:18am 
I responded to that question already below.

I have no idea. My mod is older, my mod doesn't have a cringy description text and no cringy pictures, I trust myself more to create a good mod than I trust that random person.

Maybe at some point I'll check if that other mod does something sensible, but not right now.
Tanobi 31 Jul, 2024 @ 6:52am 
where is the difference to Competent Auto Expand? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2955438049&searchtext=
xor  [author] 6 Jul, 2024 @ 6:01am 
yes
Hyacindy 6 Jul, 2024 @ 5:33am 
Is this mod fine to add to an in progress game?
xor  [author] 4 Jul, 2024 @ 6:09am 
afaik AI doesn't use that feature. it's a player QoL feature. and even if the AI would use it, this mod would probably be good for them.
Karto 4 Jul, 2024 @ 6:04am 
Bit of a strange question maybe, but does this mod also affect the AI? Or does it only change the auto construction for the player?
Lucy1342 30 Jun, 2024 @ 8:50am 
By the way author, would you be interested in creating mod that automatically change production methods to more profitable or more productive based on what technology and resources available? For example if liquor production become unprofitable, food production automatically switched to producing more profitable groceries instead of liquor. Is that possible to implement?
xor  [author] 30 Jun, 2024 @ 4:14am 
Interesting, never heard of that one. Mine has more subscribers and is 1 week older, hehe.

Mine is improved vanilla behavior, nothing too crazy. I would need to take a much closer look at the other one, see if it does something useful, maybe learn something from it.
Tim Apple 30 Jun, 2024 @ 2:02am 
How does this mod compare to Competent Auto Expand, is it more or less detailed?
Lucy1342 27 Jun, 2024 @ 10:30am 
Can you tell how is this mod working in 1.7 since there is no obvious Auto-expand toggle button in every building and not every building have it in All buildings menu?
Guy Fawkes 26 Jun, 2024 @ 11:46am 
@doolyycchoi dafuck^^
Lord 25 Jun, 2024 @ 10:45am 
Are you able to add a game-rule that functions like laizez-faire in improved automation.So your economy is able to run itself.
xor  [author] 24 May, 2024 @ 11:45am 
Private construction has nothing to do with it.
doolyycchoi 24 May, 2024 @ 11:03am 
great. But is private construction also affected by this mode?
xor  [author] 23 May, 2024 @ 3:48pm 
Indirectly. Buildings only get expanded when they are fully staffed, so if there aren't enough workers for that it won't expand.
doolyycchoi 22 May, 2024 @ 10:38pm 
does this mod consider unemployment?
catgod00 2 Apr, 2024 @ 4:25am 
its all good if nothing can be done its just a bit annoying because of how mediocre the base game power plants are
xor  [author] 2 Apr, 2024 @ 4:20am 
Hm, maybe. Probably not easily fixable because they edit the same files.
catgod00 2 Apr, 2024 @ 4:01am 
i don't know if its intentional but this mod breaks all mods that change or add production methods for power plants